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Fishing2/Assets/Obi/Resources/Compute/FluidFoamCollisions.compute
2026-01-22 22:08:21 +08:00

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#pragma kernel SolveDiffuseContacts
#include "GridUtils.cginc"
#include "CollisionMaterial.cginc"
#include "ContactHandling.cginc"
#include "ColliderDefinitions.cginc"
#include "Rigidbody.cginc"
#include "Simplex.cginc"
#include "MathUtils.cginc"
#include "Bounds.cginc"
#include "SolverParameters.cginc"
#include "Optimization.cginc"
#include "DistanceFunctions.cginc"
#define MAX_CONTACTS_PER_DIFFUSE 32
StructuredBuffer<float4> inputPositions;
StructuredBuffer<float4> inputAttributes;
RWStructuredBuffer<float4> inputVelocities;
StructuredBuffer<aabb> aabbs;
StructuredBuffer<transform> transforms;
StructuredBuffer<shape> shapes;
StructuredBuffer<uint> sortedColliderIndices;
StructuredBuffer<uint> cellOffsets;
StructuredBuffer<uint> cellCounts;
// triangle mesh data:
StructuredBuffer<TriangleMeshHeader> triangleMeshHeaders;
StructuredBuffer<BIHNode> bihNodes;
StructuredBuffer<Triangle> triangles;
StructuredBuffer<float3> vertices;
// edge mesh data:
StructuredBuffer<EdgeMeshHeader> edgeMeshHeaders;
StructuredBuffer<BIHNode> edgeBihNodes;
StructuredBuffer<Edge> edges;
StructuredBuffer<float2> edgeVertices;
// heightfield data:
StructuredBuffer<HeightFieldHeader> heightFieldHeaders;
StructuredBuffer<float> heightFieldSamples;
// distance field data:
StructuredBuffer<DistanceFieldHeader> distanceFieldHeaders;
StructuredBuffer<DFNode> dfNodes;
StructuredBuffer<transform> solverToWorld;
StructuredBuffer<transform> worldToSolver;
StructuredBuffer<uint> dispatch;
float radiusScale;
uint colliderCount; // amount of colliders in the grid.
uint cellsPerCollider; // max amount of cells a collider can be inserted into. Typically this is 8.
int shapeTypeCount; // number of different collider shapes, ie: box, sphere, sdf, etc.
float deltaTime;
void CollideMesh(int colliderIndex, int threadIndex, aabb particleBounds, inout float4 pos, float radius)
{
shape s = shapes[colliderIndex];
if (s.dataIndex < 0) return;
TriangleMeshHeader header = triangleMeshHeaders[s.dataIndex];
TriangleMesh meshShape;
meshShape.colliderToSolver = worldToSolver[0].Multiply(transforms[colliderIndex]);
meshShape.s = shapes[colliderIndex];
// invert a full matrix here to accurately represent collider bounds scale.
float4x4 solverToCollider = Inverse(TRS(meshShape.colliderToSolver.translation.xyz, meshShape.colliderToSolver.rotation, meshShape.colliderToSolver.scale.xyz));
aabb simplexBound = particleBounds.Transformed(solverToCollider); // TODO: this is wrong, passed bounds are in world space!
float4 marginCS = float4((s.contactOffset + collisionMargin) / meshShape.colliderToSolver.scale.xyz, 0);
int stack[12];
int stackTop = 0;
stack[stackTop++] = 0;
while (stackTop > 0)
{
// pop node index from the stack:
int nodeIndex = stack[--stackTop];
BIHNode node = bihNodes[header.firstNode + nodeIndex];
// leaf node:
if (node.firstChild < 0)
{
// check for contact against all triangles:
for (int dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
{
Triangle t = triangles[header.firstTriangle + dataOffset];
float4 v1 = float4(vertices[header.firstVertex + t.i1], 0);
float4 v2 = float4(vertices[header.firstVertex + t.i2], 0);
float4 v3 = float4(vertices[header.firstVertex + t.i3], 0);
aabb triangleBounds;
triangleBounds.FromTriangle(v1, v2, v3, marginCS);
if (triangleBounds.IntersectsAabb(simplexBound, s.is2D()))
{
meshShape.tri.Cache(v1 * meshShape.colliderToSolver.scale, v2 * meshShape.colliderToSolver.scale, v3 * meshShape.colliderToSolver.scale);
SurfacePoint surf;
meshShape.Evaluate(pos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(pos - surf.pos, surf.normal) - radius;
if (dist < 0)
pos = surf.pos + surf.normal * radius;
}
}
}
else // check min and/or max children:
{
// visit min node:
if (simplexBound.min_[node.axis] <= node.min_)
stack[stackTop++] = node.firstChild;
// visit max node:
if (simplexBound.max_[node.axis] >= node.max_)
stack[stackTop++] = node.firstChild + 1;
}
}
}
void CollideEdgeMesh(int colliderIndex, int threadIndex, aabb particleBounds, inout float4 pos, float radius)
{
shape s = shapes[colliderIndex];
if (s.dataIndex < 0) return;
EdgeMeshHeader header = edgeMeshHeaders[s.dataIndex];
EdgeMesh meshShape;
meshShape.colliderToSolver = worldToSolver[0].Multiply(transforms[colliderIndex]);
meshShape.s = shapes[colliderIndex];
// invert a full matrix here to accurately represent collider bounds scale.
float4x4 solverToCollider = Inverse(TRS(meshShape.colliderToSolver.translation.xyz, meshShape.colliderToSolver.rotation, meshShape.colliderToSolver.scale.xyz));
aabb simplexBound = particleBounds.Transformed(solverToCollider); // TODO: this is wrong, passed bounds are in world space!
//simplexBound.Expand(0.02);
float4 marginCS = float4((s.contactOffset + collisionMargin) / meshShape.colliderToSolver.scale.xyz, 0);
int stack[12];
int stackTop = 0;
stack[stackTop++] = 0;
while (stackTop > 0)
{
// pop node index from the stack:
int nodeIndex = stack[--stackTop];
BIHNode node = edgeBihNodes[header.firstNode + nodeIndex];
// leaf node:
if (node.firstChild < 0)
{
// check for contact against all triangles:
for (int dataOffset = node.start; dataOffset < node.start + node.count; ++dataOffset)
{
Edge t = edges[header.firstEdge + dataOffset];
float4 v1 = float4(edgeVertices[header.firstVertex + t.i1],0,0) + s.center;
float4 v2 = float4(edgeVertices[header.firstVertex + t.i2],0,0) + s.center;
aabb edgeBounds;
edgeBounds.FromEdge(v1, v2, marginCS);
if (edgeBounds.IntersectsAabb(simplexBound, s.is2D()))
{
meshShape.edge.Cache(v1 * meshShape.colliderToSolver.scale, v2 * meshShape.colliderToSolver.scale);
SurfacePoint surf;
meshShape.Evaluate(pos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(pos - surf.pos, surf.normal) - radius;
if (dist < 0)
pos = surf.pos + surf.normal * radius;
}
}
}
else // check min and/or max children:
{
// visit min node:
if (simplexBound.min_[node.axis] <= node.min_)
stack[stackTop++] = node.firstChild;
// visit max node:
if (simplexBound.max_[node.axis] >= node.max_)
stack[stackTop++] = node.firstChild + 1;
}
}
}
void CollideHeightmap(int colliderIndex, int threadIndex, aabb particleBounds, inout float4 pos, float radius)
{
shape s = shapes[colliderIndex];
if (s.dataIndex < 0) return;
HeightFieldHeader header = heightFieldHeaders[s.dataIndex];
Heightfield fieldShape;
fieldShape.colliderToSolver = worldToSolver[0].Multiply(transforms[colliderIndex]);
fieldShape.s = s;
// invert a full matrix here to accurately represent collider bounds scale.
float4x4 solverToCollider = Inverse(TRS(fieldShape.colliderToSolver.translation.xyz, fieldShape.colliderToSolver.rotation, fieldShape.colliderToSolver.scale.xyz));
aabb simplexBound = particleBounds.Transformed(solverToCollider);
int resolutionU = (int)s.center.x;
int resolutionV = (int)s.center.y;
// calculate terrain cell size:
float cellWidth = s.size.x / (resolutionU - 1);
float cellHeight = s.size.z / (resolutionV - 1);
// calculate particle bounds min/max cells:
int2 min_ = int2((int)floor(simplexBound.min_[0] / cellWidth), (int)floor(simplexBound.min_[2] / cellHeight));
int2 max_ = int2((int)floor(simplexBound.max_[0] / cellWidth), (int)floor(simplexBound.max_[2] / cellHeight));
for (int su = min_[0]; su <= max_[0]; ++su)
{
if (su >= 0 && su < resolutionU - 1)
{
for (int sv = min_[1]; sv <= max_[1]; ++sv)
{
if (sv >= 0 && sv < resolutionV - 1)
{
// calculate neighbor sample indices:
int csu1 = clamp(su + 1, 0, resolutionU - 1);
int csv1 = clamp(sv + 1, 0, resolutionV - 1);
// sample heights:
float h1 = heightFieldSamples[header.firstSample + sv * resolutionU + su] * s.size.y;
float h2 = heightFieldSamples[header.firstSample + sv * resolutionU + csu1] * s.size.y;
float h3 = heightFieldSamples[header.firstSample + csv1 * resolutionU + su] * s.size.y;
float h4 = heightFieldSamples[header.firstSample + csv1 * resolutionU + csu1] * s.size.y;
if (h1 < 0) continue;
h1 = abs(h1);
h2 = abs(h2);
h3 = abs(h3);
h4 = abs(h4);
float min_x = su * s.size.x / (resolutionU - 1);
float max_x = csu1 * s.size.x / (resolutionU - 1);
float min_z = sv * s.size.z / (resolutionV - 1);
float max_z = csv1 * s.size.z / (resolutionV - 1);
// ------contact against the first triangle------:
float4 v1 = float4(min_x, h3, max_z, 0);
float4 v2 = float4(max_x, h4, max_z, 0);
float4 v3 = float4(min_x, h1, min_z, 0);
fieldShape.tri.Cache(v1, v2, v3);
fieldShape.triNormal.xyz = normalizesafe(cross((v2 - v1).xyz, (v3 - v1).xyz));
SurfacePoint surf;
fieldShape.Evaluate(pos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(pos - surf.pos, surf.normal) - radius;
if (dist < 0)
pos = surf.pos + surf.normal * radius;
// ------contact against the second triangle------:
v1 = float4(min_x, h1, min_z, 0);
v2 = float4(max_x, h4, max_z, 0);
v3 = float4(max_x, h2, min_z, 0);
fieldShape.tri.Cache(v1, v2, v3);
fieldShape.triNormal.xyz = normalizesafe(cross((v2 - v1).xyz, (v3 - v1).xyz));
fieldShape.Evaluate(pos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
dist = dot(pos - surf.pos, surf.normal) - radius;
if (dist < 0)
pos = surf.pos + surf.normal * radius;
}
}
}
}
}
[numthreads(128, 1, 1)]
void SolveDiffuseContacts (uint3 id : SV_DispatchThreadID)
{
unsigned int threadIndex = id.x;
if (threadIndex >= dispatch[3]) return;
uint cellCount = colliderCount * cellsPerCollider;
int candidateCount = 0;
uint candidates[MAX_CONTACTS_PER_DIFFUSE];
float4 predPos = inputPositions[threadIndex] + inputVelocities[threadIndex] * deltaTime;
float radius = inputAttributes[threadIndex].z * radiusScale;
// max size of the particle bounds in cells:
int4 maxSize = int4(3,3,3,3);
aabb b;
b.FromEdge(inputPositions[threadIndex], predPos, radius);
b.Transform(solverToWorld[0]);
// build a list of candidate colliders:
for (uint m = 1; m <= levelPopulation[0]; ++m)
{
uint l = levelPopulation[m];
float cellSize = CellSizeOfLevel(l);
int4 minCell = floor(b.min_ / cellSize);
int4 maxCell = floor(b.max_ / cellSize);
maxCell = minCell + min(maxCell - minCell, maxSize);
for (int x = minCell[0]; x <= maxCell[0]; ++x)
{
for (int y = minCell[1]; y <= maxCell[1]; ++y)
{
// for 2D mode, project each cell at z == 0 and check them too. This way we ensure 2D colliders
// (which are inserted in cells with z == 0) are accounted for in the broadphase.
if (mode == 1)
{
uint flatCellIndex = GridHash(int4(x,y,0,l));
uint cellStart = cellOffsets[flatCellIndex];
uint cellCount = cellCounts[flatCellIndex];
// iterate through colliders in the neighbour cell
for (uint n = cellStart; n < cellStart + cellCount; ++n)
{
// sorted insert into the candidates list:
if (candidateCount < MAX_CONTACTS_PER_DIFFUSE)
candidates[candidateCount++] = sortedColliderIndices[n] / cellsPerCollider;
}
}
for (int z = minCell[2]; z <= maxCell[2]; ++z)
{
uint flatCellIndex = GridHash(int4(x,y,z,l));
uint cellStart = cellOffsets[flatCellIndex];
uint cellCount = cellCounts[flatCellIndex];
// iterate through colliders in the neighbour cell
for (uint n = cellStart; n < cellStart + cellCount; ++n)
{
if (candidateCount < MAX_CONTACTS_PER_DIFFUSE)
candidates[candidateCount++] = sortedColliderIndices[n] / cellsPerCollider;
}
}
}
}
}
//evaluate candidates and create contacts:
if (candidateCount > 0)
{
// insert sort:
for (int k = 1; k < candidateCount; ++k)
{
uint key = candidates[k];
int j = k - 1;
while (j >= 0 && candidates[j] > key)
candidates[j + 1] = candidates[j--];
candidates[j + 1] = key;
}
// make sure each candidate only shows up once in the list:
int first = 0, contactCount = 0;
while(++first != candidateCount)
{
if (candidates[contactCount] != candidates[first])
candidates[++contactCount] = candidates[first];
}
contactCount++;
// solve contacts:
for (int i = 0; i < contactCount; i++)
{
int c = candidates[i];
aabb colliderBoundsWS = aabbs[c];
if (b.IntersectsAabb(colliderBoundsWS, mode == 1))
{
switch(shapes[c].type)
{
case SPHERE_SHAPE:
{
SurfacePoint surf;
Sphere sphereShape;
sphereShape.colliderToSolver = worldToSolver[0].Multiply(transforms[c]);
sphereShape.s = shapes[c];
sphereShape.Evaluate(predPos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(predPos - surf.pos, surf.normal) - radius;
if (dist < 0) predPos = surf.pos + surf.normal * radius;
}
break;
case BOX_SHAPE:
{
SurfacePoint surf;
Box boxShape;
boxShape.colliderToSolver = worldToSolver[0].Multiply(transforms[c]);
boxShape.s = shapes[c];
boxShape.Evaluate(predPos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(predPos - surf.pos, surf.normal) - radius;
if (dist < 0) predPos = surf.pos + surf.normal * radius;
}
break;
case CAPSULE_SHAPE:
{
SurfacePoint surf;
Capsule capShape;
capShape.colliderToSolver = worldToSolver[0].Multiply(transforms[c]);
capShape.s = shapes[c];
capShape.Evaluate(predPos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(predPos - surf.pos, surf.normal) - radius;
if (dist < 0) predPos = surf.pos + surf.normal * radius;
}
break;
case TRIANGLE_MESH_SHAPE:
{
CollideMesh(c, threadIndex, b, predPos, radius);
}
break;
case EDGE_MESH_SHAPE:
{
CollideEdgeMesh(c, threadIndex, b, predPos, radius);
}
break;
case HEIGHTMAP_SHAPE:
{
CollideHeightmap(c, threadIndex, b, predPos, radius);
}
break;
case SDF_SHAPE:
{
SurfacePoint surf;
DistanceField dfShape;
dfShape.colliderToSolver = worldToSolver[0].Multiply(transforms[c]);
dfShape.s = shapes[c];
dfShape.distanceFieldHeaders = distanceFieldHeaders;
dfShape.dfNodes = dfNodes;
dfShape.Evaluate(predPos, float4(radius, radius, radius, 0), QUATERNION_IDENTITY, surf);
float dist = dot(predPos - surf.pos, surf.normal) - radius;
if (dist < 0) predPos = surf.pos + surf.normal * radius;
}
break;
}
}
}
}
inputVelocities[threadIndex].xyz = (predPos.xyz - inputPositions[threadIndex].xyz) / deltaTime;
}